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SCI-Decompilation-Archive

A collection of decompiled source code for Sierra's SCI games.

sci-decompilation-archive's People

Contributors

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Stargazers

John avatar  avatar Adam Killam avatar Benjamin Funke avatar  avatar Stefan Hueg avatar Ari avatar  avatar micTronic avatar AngelDevIndie avatar Jared Mathes avatar Microservice avatar Joseph Davies avatar  avatar Jorge González avatar Niv Baehr avatar  avatar Kenneth J Davis avatar Elijah Hamovitz avatar Yaroslav Serhieiev avatar  avatar John Psaroudakis avatar Martin Gerhardy avatar Athanasios Antoniou avatar Ralph Caraveo avatar Stephen Murphy avatar  avatar  avatar Omer Mor avatar Brandon Blume avatar

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sci-decompilation-archive's Issues

KQ4 dwarf_mine

In KQ4 rm55.sc changing

(if (== newRoomNumber 28) ((ScriptID DWARF_HOUSE) keep: 0))

to

(if (== newRoomNumber 28) ((ScriptID DWARF_MINE) keep: 0))

stops the music when exiting the mine.

Also, in rm56.sc changing

(self setRegions: DWARF_HOUSE)

to

(self setRegions: DWARF_MINE)

prevents "out of heap space" crashes when entering fisherman or dwarf houses after Rosella has entered the 2nd mine screen rm56.

Edit:
rm44.sc has some said spec errors.

((Said '>,ignite,create,begin/fire')(Print 44 9))
and
((Said '/)') (Print 44 13))
are both causing errors.

Thank you!

Not an issue

Not really an issue but I just wanted to say: THANK YOU VERY MUCH.

This repository is a godsent. We are doing german translations of multiple Sierra games and this repository is incredibly helpful.

KQ4 rm83 bug Lolotte's Cell

In kq4/SRC/rm83.sc there is a typo on line 123

((Said '/skeleton,[') (Print 83 1))

should be

((Said '/skeleton') (Print 83 1))

The extra .[ causes the game to throw an error message when looking at any specific item in the room, i.e. "Look wall".

Please add Leisure Suit Larry 6 CD

Hello,

I am hoping to see LSL6CD at some point...just curious if it will be added or if anything is preventing it from being added from a technical standpoint?

These are great resources cheers!

Adding quick instructions how to use the files

The official debug modes (if such exist) involved using a software like SCI Resource Viewer to extract certain internal files and then put them in the game's folder.

But how can one use this great archive here? For example, if the game is qfg3, what should one do with the files on this archive in order to get debug mode in the game?

KQ4 whale tongue

There is a strange bug in the whale's mouth rm44.sc. It's almost never encountered because of how unforgiving the tongue is, but you might want to fix it anyway.

If Rosella is standing on top of the tongue and tries to climb down she will softlock unless she hits the green control color before the water. The player will normally almost always hit the green, but if you adjust the background pic to make climbing really easy the bug becomes apparent.

In the inWhale script doit method there is a check for ego script 0, but a few lines down when it calls (slide changestate: 1) it doesn't set a script on Rosella. This causes the game to keep checking the control colors during the fall and breaks stuff.

I fixed this by adding (ego setScript: slide) before changing the state.

Not sure if those are saveBits

I was looking through the KQ4 decompile, and came to a conclusion.

Lines like this don't make much sense:

(= saveBits (Print 51 9 #font smallFont #at -1 5 #time 12))

saveBits is only ever set, never actually used, and its name implies it's a little screenshot of the stuff below the window instead of a control's value or a boolean.

Was KQ4 just that weirdly written? Did Print at one point return something other than true, false, or a control value?

Please add eco1 & eco2 (not just eco2demo) and restore their debug functionality

Can you add EcoQuest I: The Search for Cetus as well as the full EcoQuest II: Lost Secret of the Rainforest, both of which you can also find at Sluicebox' archive?

Also, both your eco2demo and Sluicebox' eco2 have debug scripts but it seems they're just like the game's built-in 98.scr and 98.hep files which do nothing but an initial WhereTo? dialog at boot (whereas leaving the room or doing any actions gets the game stuck!).
That was also the case with QFG1VGA and QFG3, yet you somehow managed to uniquely restore their full debug functionality anyway, so can you do the same here like you did with your QFG1VGA and your QFG3?

PQ2 Avoider

When Keith is using an avoider in rm61 and rm60 (likely elsewhere too), the game will frequently freeze if he gets stuck on cWHITE or blocked by Sonny. Disabling the avoider on Keith prevents freezing, but doesn't present the correct behavior in game.

KQ4 Lamp/Note

Sorry for being a nuisance, but I started working on a KQ4 mod before I realized the decompile wasn't completable. Now that I've invested a bunch of time in the project I'd like to see if we can work through some lingering issues that prevent the player from finishing the game.

Currently there are a bunch of said spec errors in the caves behind the waterfall. While I can deal with those, turning on the lamp doesn't seem possible because of some spec errors in main.sc. Unfortunately, I haven't learned assembly yet, and I'm struggling to find a workaround for igniting the lamp.

Also, when reading the Note from the bottle in the whale, nothing seems to happen. I think this might also be related to the asm code in main.sc. It's trivial, but I'd like to be able to read the note in my mod if possible.

With the heap space crashes fixed, I think getting the lamp to turn on would make this game close to completable! Your work on these decompiles has been extremely valuable in trying to mod KQ4. Thank you for the effort - it's appreciated!

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